Is it possible to read and write data from a text file for example use the text files data ( exampletext ) and store it as a variable Player->Name = file; out put = hello, exampletext
if that is understandable
Is it possible to read and write data from a text file for example use the text files data ( exampletext ) and store it as a variable Player->Name = file; out put = hello, exampletext
if that is understandable
#CoreMisc.h
All the functionality you want is in CoreMisc.h
/**
* Write the FString to a file.
* Supports all combination of ANSI/Unicode files and platforms.
*/
static bool SaveStringToFile( const FString& String, const TCHAR* Filename, EEncodingOptions::Type EncodingOptions=EEncodingOptions::AutoDetect, IFileManager* FileManager=&IFileManager::Get() );
/**
* Load a text file to an FString.
* Supports all combination of ANSI/Unicode files and platforms.
* @param Result string representation of the loaded file
* @param Filename name of the file to load
* @param VerifyFlags flags controlling the hash verification behavior ( see EHashOptions )
*/
static bool LoadFileToString( FString& Result, const TCHAR* Filename, uint32 VerifyFlags=0 );
/**
* Load the given ANSI text file to an array of strings - one FString per line of the file.
* Intended for use in simple text parsing actions
*
* @param InFilename The text file to read, full path
* @param InFileManager The filemanager to use - NULL will use &IFileManager::Get()
* @param OutStrings The array of FStrings to fill in
*
* @return bool true if successful, false if not
*/
static bool LoadANSITextFileToStrings(const TCHAR* InFilename, IFileManager* InFileManager, TArray<FString>& OutStrings);
#Sample Usage:
You call the functions statically
FFileHelper::SaveStringToFile(...);
FFileHelper::LoadANSITextFileToStrings(...);
#CPP Source Code For You
I use the above functions in my Victory BP Library plugin, whose entire source code is available with the download (no cost)
Enjoy!
Rama
thanks a lot. This is exactly what I was searching for!
(and that’s quite an impressive work you made, congrats)
Just want to add that the WriteFlags refered from FFileHelper::SaveStringToFile can be found(i think/hope) in FileManager.h :
enum EFileWrite
{
FILEWRITE_NoFail = 0x01,
FILEWRITE_NoReplaceExisting = 0x02,
FILEWRITE_EvenIfReadOnly = 0x04,
FILEWRITE_Append = 0x08,
FILEWRITE_AllowRead = 0x10
};
The default behaviour is rewrite the file with the Fstring. If you want to add Fstring to the same file you will make a call with 0x08 inside the flags. Remember that the new line is LINE_TERMINATOR and you should be ready to go!
Hope can be useful, being almost a total newbie to Unreal c++ this could saved me some time
Hi !
I trying to write it to the text file from UE4 version 4.11. Does this method still work on it ? If yes , how ?
Thank!
Yes it does you would use the “file IO save string array to file” node. It also works with 4.12 and 4.13 (i think). I am not sure how to read the files though.
Yes it still work
These C++ commands are now found in:
> Core/Public/Misc/FileHelper